/// <summary>
        /// Initializes the Points and Triangles collections.
        /// Called By Sculptor.BuildMesh()
        /// </summary>
        protected override void CreateTriangles()
        {
            _ps1 = new PolygonSculptor();
            _ps1.Initialize(_circumferenceSideCount, _initialAngle);
            _ps1.RoundingRate = _roundingRate;
            _ps1.BuildTriangles(TriangleSideKind.Back);
            foreach (Vector3Triplet tpl in _ps1.Triangles)
            {
                this.Triangles.Add(tpl);
            }
            foreach (Vector3 p in _ps1.Points)
            {
                this.Points.Add(p);
            }

            _ps2 = new PolygonSculptor();
            _ps2.Initialize(_circumferenceSideCount, _initialAngle);
            _ps2.RoundingRate = _roundingRate;
            _ps2.Center       = new Vector3(
                _ps2.Center.X,
                _ps2.Center.Y,
                _ps2.Center.Z + 1.0f);
            this.Points.Add(_ps2.Center);
            _ps2.BuildTriangles(TriangleSideKind.Front);
            foreach (Vector3Triplet tpl in _ps2.Triangles)
            {
                this.Triangles.Add(tpl);
            }
        }
        /// <summary>
        /// Initializes the Points and Triangles collections.
        /// Called By Sculptor.BuildMesh()
        /// </summary>
        /// <remarks>The cull mode is supposed to be clockwise (front faces are counter-clockwise).</remarks>
        protected override void CreateTriangles()
        {
            _ps1 = new PolygonSculptor();
            _ps1.Initialize(_circumferenceSideCount, _initialAngle);
            _ps1.RoundingRate = _roundingRate;
            _ps1.BuildTriangles(TriangleSideKind.Back);
            foreach (Vector3 p in _ps1.Points)
            {
                this.Points.Add(p);
            }
            foreach (Vector3Triplet tpl in _ps1.Triangles)
            {
                this.Triangles.Add(tpl);
            }

            _ps2 = new PolygonSculptor();
            _ps2.Initialize(_circumferenceSideCount, _initialAngle);
            _ps2.Center = new Vector3(
                _ps2.Center.X,
                _ps2.Center.Y,
                _ps2.Center.Z + 1.0f);
            for (int i = 0; i < _ps2.Points.Count; i++)
            {
                _ps2.Points[i] = new Vector3(
                    _ps2.Points[i].X,
                    _ps2.Points[i].Y,
                    _ps2.Points[i].Z + 1.0f);
                this.Points.Add(_ps2.Points[i]);
            }
            _ps2.RoundingRate = _roundingRate;
            _ps2.BuildTriangles(TriangleSideKind.Front);

            foreach (Vector3Triplet tpl in _ps2.Triangles)
            {
                this.Triangles.Add(tpl);
            }

            for (int i = 0; i < _ps1.Points.Count; i++)
            {
                if (i < _ps1.Points.Count - 1)
                {
                    this.Triangles.Add(new Vector3Triplet(_ps1.Points[i], _ps2.Points[i + 1], _ps2.Points[i]));
                    this.Triangles.Add(new Vector3Triplet(_ps1.Points[i], _ps1.Points[i + 1], _ps2.Points[i + 1]));
                }
                else
                {
                    this.Triangles.Add(new Vector3Triplet(_ps1.Points[i], _ps2.Points[0], _ps2.Points[i]));
                    this.Triangles.Add(new Vector3Triplet(_ps1.Points[i], _ps1.Points[0], _ps2.Points[0]));
                }
            }
        }